The design and business of gaming from the perspective of an experienced developer

Category: Business Models (Page 8 of 10)

The Guild Wars Business Model

For those of us quibbling about price structures, Robert Garriott helpfully supplies us with the answer to what a game with Guild Wars’ billing model needs to do to be successful.

“We have to sell at least five times more copies than a subscriber-based online game in order to get to about the same level of profitability,” says Garriott, matter of factly.

At least. Noted: the article doesn’t mention whether or not they succeeded, although (as some have noted here) at the very least their sales in America have been very good.

The Psychology of Price and Value

It’s a common trend in games, nowadays, to figure out how to pick up the gamer and shake him for loose change. And I foresee a backlash. Among the recent news:

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Sin Episodes – Too Expensive?

Ritual is releasing a sequel to Sin in episodic format.

Ritual Entertainment’s long-awaited Sin 2 is to be released episodically over Valve’s Steam digital distribution system, with episodes lasting around six hours each to be released “every three to four months” for around $20 (£11.38) an episode.

This is interesting from a number of angles. Despite Steam’s massive unpopularity (and not all undeserved, I should add), there are many who think that digital distribution will catch on in a big way, possibly even going so far as to save gaming. As Scott Miller points out: Continue reading

The Next Generation of Consoles Misses the Point

Continuing our theme of Rant Wednesday, Stuart Roch is ranting about the PS3 insisting it’s not a gaming machine.

Why, why, why?! Why must Sony persist in their efforts to make a PlayStation console to replace DVD players and stereos in people’s living rooms? Is it just not cool enough anymore to make great game machines? I swear I wish they would just get over this preoccupation with the uber home entertainment system and be satisfied with the fact that they make great gaming consoles. I promise you that I’m not going to buy a PS3 and trade in my PC and high-def DVD player in favor of this supposed all-in-one solution.

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The Value of Attentiveness

Dr. Cat is one of the lesser-known pioneers of the industry. He launched Furcadia, an MMO which went live before UO, and which has been tidily profitable for quite some time. A social game that caters to a unique audience, Furcadia has none of the grind-y elements of today’s EQ clones, and it has offered some unique lessons to those running the game. One of the things the esteemed Doctor said he’s learned from his experience running Furcadia is “Attention is the currency of the future“. As it turns out, that’s not just true for MMOs.

Television has long simply used the Nielson Ratings to determine the popularity of television shows, and set advertising prices. But now, television executives are discovering that not all viewers are created equal, and this discovery has the potential to transform the entertainment industry. Continue reading

Sony Does the Macarena With the Devil

Sony has come full circle – in the days after the launch of EQ, they were the company most likely to ban or sue customers that dared used eBay to bypass the mindblowing fun that was their advancement grind. Now, instead, they will fight fire with fire. And there was much factual reporting, intelligent discussion as well as gnashing of teeth.

My honest opinion? I’ve been trying to convince people to try this exact approach since I was toiling on UO2. Why? Because at the end of the day, the biggest problems with eBay and MMOs are service issues that are solvable if the trades can be secure (as illustrated by the lovely cartoons on Sony’s explanatory site). Continue reading

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